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Generic faction illustration for The Reavers
faction

The Reavers

Post-physical galactic manufacturers rumored to be secretly allied with the Dream, and the paranoia of the hour.

Story so far

As the Syndicate Council tears itself apart over the no-confidence vote against Glory, everyone suddenly starts accusing everyone else of secretly being agents for the Reavers. Baroness Victory considers the more interesting possibility to be that The Dream itself is Reaver-aligned — Juice Box insists they are not, but Victory points to Epitome Tagg secretly starting down the post-physical form path as a reason he would hide any association.

The strategic logic is stark: the Dream provides food, the Reavers build just about everything else, and an alliance would be a mega-monopoly. The only reason the Reavers have no foothold in food production is that people do not trust them with it — Dream licensing agreements are hardly better, but nobody worries about being shepherded toward singularity by the Dream. Tagg's own demands reference finishing his body-swap procedure at the Reaver Castle, with Fang blocking the brain implant until he too was freed — leaving Tagg unaware that castle no longer exists.

Role

The suspected hidden partner of the Dream and the object of galaxy-wide paranoia during the council's collapse.

Relationships

The Dream — Suspected secret ally in a food-plus-manufacturing mega-monopoly.
Epitome Tagg — His post-physical ambitions point toward Reaver ties.
Fang — Reaver-side figure who blocked Tagg's brain implant.
Reaver Castle — Their dungeon stronghold, already nuked without Tagg's knowledge.
Syndicate Council — Its members now accuse one another of being Reaver agents.
Sources — 34 recorded facts, by chapter
Chapter 4
  • The last team to join the Bloc truce, completing the eight-team alliance against Carl.
Chapter 8
  • Robotic showrunners of the current season, notoriously cheap with production costs and lax with NPC security.
Chapter 12
  • Faction wars competitor who once bypassed Larracos's rings entirely by jumping down the funnel's center.
Chapter 19
  • Rival Faction Wars team whose warlord, like Carl, prefers to fight at the front lines.
Chapter 20
  • Mechanical enemy faction whose push for accelerated pet leveling conceals a nasty surprise on the naga side.
Chapter 24
  • Robot team whose border runs along Shanty Town, where Lucia Mar drinks at a bar on their edge.
Chapter 27
  • Attacking team holding Spot 9 in the Phase One standings of the Faction Wars.
Chapter 28
  • Robotic-looking enemy faction that raises rot sticker pets only to weaponize them as diseased suicide bombs.
Chapter 29
  • Enemy team known for flying machines and pets, largely unaccounted for in the intelligence picture.
Chapter 37
  • Enemy crawler team whose saferoom door sits inside the crawler castle, letting them attack from within.
Chapter 38
  • Enemy faction whose paratroopers seize a defensive position inside Carl's base purely to hold a door open.
Chapter 39
  • Fully robotic corporate power whose mercenary cyborgs form the entire assault force at the barracks hill.
Chapter 40
  • Enemy shock troops appearing again in force among the northern host.
Chapter 42
  • The galactic predators King Rust expects to thrive in the power vacuum left by the system's destruction.
Chapter 48
  • Bloc member whose paratroopers lie unlooted in piles across the crawler base after the assault.
Chapter 51
  • Warlord Fang's robotic faction, and the power whose rival governments build factories in the Sultanate's cheap-labor system.
Chapter 66
  • Bloc-aligned team in spot 9, currently at odds with the orcs of the Skull Empire.
Chapter 69
  • Faction assigned to Boomer, which opens the war by firing smart seeker missiles at Party Planner.
Chapter 70
  • Enemy faction holding its military back to defend its stronghold, its missiles already drawing off the orcs' anti-air.
Chapter 71
  • Enemy team whose realm Carl's cloaked airship enters, triggering a war-state warning.
Chapter 72
  • The faction whose castle Boomer raids, and whose main force — like the Madness's — remains unaccounted for.
Chapter 73
  • Enemy faction defending a castle against Boomer's assault, guarded from the air by a gravity-magic drake.
Chapter 75
  • Faction whose castle is under attack by Boomer and Louis, with their army conspicuously absent.
Chapter 76
  • Warlord faction whose entire missing army turns out to be buried in Eris's pile of witnesses.
Chapter 80
  • One of the four teams still standing on the battle map as the war mage crisis begins.
Chapter 81
  • One of the five remaining teams, their soldiers marked as flesher targets inside the ball.
Chapter 85
  • Their castle stands abandoned to robot security while their warlord turns out to be inside the ball.
Chapter 87
  • Enemy faction whose remaining army, packed into the battle-formation ball, is the target of Donut's War Crime.
Chapter 88
  • Hundreds of cyborg Reaver mercenaries were caught in Donut's paw and shredded through Li Na's chains.
Chapter 91
  • A cybernetic corporate faction that grows its citizens from a preserved brain, its mercenaries now all dead.
Chapter 92
  • Faction destroyed when its castle detonates, its warlord dies, and all assets transfer to the Princess Posse.
Chapter 93
  • The cyborg power whose physiology and network underpin both Fang's and Tagg's survival.
Chapter 94
  • Defeated faction whose former territory the party crosses, complete with a buried saferoom and its trap ring.
Chapter 95
  • Post-physical galactic manufacturers rumored to be secretly allied with the Dream, and the paranoia of the hour.
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